Videogames, and young people's engagement with them, are of growing interest to education. This paper reports on initial find ings from the study: Literacy in the Digital World of the Twenty First Century: Leaming from computer games, focussing on the opportunities offered by studying young people's immersion in game play for understanding more about contemporary forms of engagement and textuality, new forms of literacy,community and identity multimodality, and the implications of such forms and changes for contemporary literacy and English education. Taking videogames as examples of global, ICT-based popular culture, where meaning is built from muhimodal elements, and where young players have to he actively teaming and involved in order to play, the project asks how English and literacy education might benefit from examining videogames, as rich exemplars of contemporary digital culture, and the ways in which young people make use of them, to improve the teaching of print and multi modal forms of literacy.
History
Event
[Player]. Conference (2008 : Copenhagen, Denmark)
Pagination
4 - 27
Publisher
[The Conference]
Location
Copenhagen, Denmark
Place of publication
Copenhagen, Denmark
Start date
2008-08-26
End date
2008-08-29
Language
eng
Publication classification
E2 Full written paper - non-refereed / Abstract reviewed